Saturday, January 31, 2009

I have Pink Eye. And I swear I didn't eat poo or have someone fart on my pillow or whatever it was that got those guys Pink Eye in KNOCKED UP.

My 3 year old has it and she gave it to me.

Now she may very well have eaten poo. She's done it before. She'll probably do it again.

And word on the street is, Pink Eye is very contagious. Hell, you may get it yourself just by reading this blog post.

Anyway, so I'm waiting for my cup of tea to steep, eager to gulp it down in my American McGee's Grimm mug that I got from GAMETAP last year (thanks Gametap)! It's a pretty neat mug that gives you the dark version of the fairy tail (not sure which one) when it's filled with hot water.

Also ran to Gamestop tonite to grab a few games I've been meaning to play for research. When you are sick, crashing on the couch and gaming is a great way to rest while not going stir crazy. Not sure what to think of LORD OF THE RINGS: CONQUEST. I like aspects of it a lot. It's clearly a well made game with some very fun and very creative elements. And I was a fan of the movies so it's cool to get to play them online. But the success at the combat seems kind of random. Not sure if that is the combat system itself or if it's the nature of trying to process semi-speedy melee attacks with 15 other players online. Again, I do like the game. I think I will play it some more when I get the time. But I'm at that very dangerous point in a game where I'm searching for depth- now that the fun. visceral aspect has worn off- but where that depth is going to come from is not apparent.

Gameplay really is like layers of an onion. You need at least 2 layers to keep things interesting when you are talking pure game systems (shallow and medium). If you don't have that- GOD OF WAR did not- then you better have lots of variety to your level and mission designs to counter the shallowness of the system so you do not bore the player. Now I am not saying LORD OF THE RINGS: CONQUEST is shallow. In fact, looking at the level designs, there's a sense that much thought has gone into the layouts in order to bring out some nice depth. But I'm at a point right now where the core play- the combat- is feeling like it needs to have something else to offer (or needs to have more technique that- once mastered- gives me the upper hand) because right now I walk up to an enemy and it totally feels like luck in regards to who is going to live and who is going to die. But like I said, gonna keep playing, at least a while longer, and see what surprises the game has in store.

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